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Type: Posts; User: nickels

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    Re: Shading looks ugly

    It also looks like they are doing a full radiosity solve for the lighting or at least some pretty accomplished ambient occlusion lighting. So one the edges are sharper, that will be the next...
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    Re: Depth Texture Problem

    The depth buffer has a very non linear stretch, so it will look like it has nothing in it even though there may be (everthing is just scrunched towards, i forget, 0 or 1). The trick to display it is...
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    Re: OpenGL- Shadow Mapping

    I was just thinking maybe they precompute the lighting using lightmaps. But that wouldn't help with dynamic shadows, which these would conflict with. I have wondered, though, if it might be...
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    Re: OpenGL- Shadow Mapping

    Cool looking game. Lots of cool particle effects; never quite got that far with things.
    A lot of the lights in that game might be precomputed as well (although I guess that doesn't really help with...
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    Re: OpenGL- Shadow Mapping

    Using a simple forward shader you run out of varyings very quickly with multiple lights and shadow maps.
    I switched to deferred and can pretty easily accomodate at least 5 or 6 shadow map lights...
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    Re: Get Location of Vector After Rotation?

    That was an impressive piece of mind reading, Lefteris!
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    Re: Getting GLContext on a Tesla

    I haven't worked through it, but I'm curious if the technique in the post would work?

    Getting context on windows
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    Re: More than 8 lights?

    Lightmaps. Alluded to above, but some references:
    lightmaps

    Unfortunately lightmaps lead directly into the task of building and understanding a world editor, no mean feat. A good source is...
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    Re: Selection and deletion of faces in mesh.

    Highly suggest you get this book:
    http://realtimecollisiondetection.net/

    You should search for 'separating axis theorem'. Probably a reasonable approach box/triangle intersection.

    A cruder...
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    Re: Linux laptop recommendation?

    Don't get a gateway.
    My gateway FX burned up twice. Once in the warranty, the second time a month after the warranty expired.
    Most likely the nvidia video card burned and the ball/solder...
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    Re: software gl on windows?

    I was surprised (looking at the mesa website) that mesa supported shaders. Looks like it does, though; cool.

    I have an opengl.dll that also contains my botnet, but I can't seem to find it just...
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    Re: Converting code from Linux to Windows

    wxGLCanvas

    Just another approach that may or may not work for you.
    wxWidgets has already done all the cross platform work for you, mapping key hits, mouse hits, window creation, etc....
    worth...
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    Re: How to distort the desktop screen

    Seems like the path would be:
    1) write a screen capture routine to store the desktop as a bitmap (or rgb). Not sure how to do it on windows, but bush's internets could probably help.
    2) finely...
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    Re: Tangent or object space

    I don't follow your question 100%, but consider this: at some point your model object coordinates must be unwrapped via an atlas of sorts to form uv space. Tangent vectors forward this unwrapping to...
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    Re: Basic Shader Management

    Consider precomputed lighting as well. Most engines seem to use lightmaps, which reduces the shader complexity (and increases the level building complexity) mixed with some dynamic lights...
  16. Re: Sorting 3D objects by material makes my game slow

    I would put a timer around the std::sort call to see if that's where your extra time is going.

    std::sort is going to do many many copies of objects. Depending on its size this could nuke you.
    ...
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    Re: make bullet marks transparent? or?

    Is the bullet texture meant to be additive?

    I spent several days trying to figure out how fire in quake3 was transparent (no alpha channel, no alpha shader) and finally figured out you just add...
  18. Re: User scripting on GPU at runtime: CUDA versus GLSL

    GLSL does not allow you to utilize shared/local memory (unless the drivers themselves are doing some of this under the covers).
    This could cause a large slowdown.

    Also, computations in GLSL are...
  19. Thread: Bloom effect

    by nickels
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    1,788

    Re: Bloom effect

    Pretty good review here:
    HDR

    Basically you render normally to a framebuffer texture.
    Then start your postprocessing steps:
    1) Threshold and reduce.
    2) reduce.
    3) reduce
    4) reduce
    5) blur...
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    Re: Deferred Shading: depth pass

    I found this reference useful when implementing deferred rendering:

    Deferred rendering in Stalker

    I don't understand the use of a depth pass, sounds like a different algorithm... Do you have...
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    Re: Viewpoint position problem !

    1) draw a quad with your image textured on it.
    2) use gluLookAt to setup the View matrix. Set a position about 10 degrees above the ground and 10 degrees yawed. Might as well draw the quad...
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    Re: A 2D-OPENGL viewer and c++ frameworks ?

    Having used both, I would suggest trying wxWidgets over Qt.
    Its mutliplatform and free. But the best part is the open source code; helps debugging some issues.
    They have a good GLCanvas...
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    Re: Double Precision

    Doubles are over-rated.
    I learned a lot going from scientific computing (people use doubles everywhere) to graphics/game engine work.
    Its all about how many scales you need to resolve, and there...
  24. Re: How to use OpenGL with a device chosen by you.

    Interesting...
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    Re: Magnification limit?

    Good to know, thanks for pointing that out.
    I hope to learn OpenCL sometime soon to avoid the proprietary trap.
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